Realistic PCG Buildings in Unreal Engine 5.4 - Tutorial Part 1

  Рет қаралды 8,741

DK 3D

DK 3D

Күн бұрын

Learn how to make a procedurally generated buildings that look real with the extra detail added by randomization and repetition of elements and with automatic decal placement for extra realistic look and feel. Control the size and the appearance of each building separately by entering the custom variables in your generation blueprint.
This will be the first part of series dedicated to creating PCG buildings with the Quixel Megascans assets for modular building generation.
I'm using the Neo Baroque Pack 2 for this example but I will show in later part of the series how to adapt to another set.
This series will give you deep understanding how to use and combine different PCG nodes in Unreal engine 5 to create stunning visuals for your games and virtual sets.
Join this channel to get access to perks:
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00:00 intro
00:45 Demonstration
03:50 Creation of the Blueprint and PCG graph
05:25 Adding Variables in the Blueprint
07:35 Explaining the placement of walls
12:30 Generating the walls PCG Graph points
21:45 Use parameters for calculations and better reusability
25:00 Use the values from parameters instead of just numbers
37:10 Generating the corner PCG graph points
44:00 Spawn Pillars and walls
53:11 Spawn corners
55:50 Use the variable from the blueprint as parameters for the subgraph

Пікірлер: 15
@Gaientv
@Gaientv Ай бұрын
one of the most underrated chanel for UE !! keep going and thank you for the good work !
@juanmaldini9904
@juanmaldini9904 Ай бұрын
Perfect video and good ideas using parameters. like the fence video, good work!
@dk_3d
@dk_3d Ай бұрын
Glad you liked it!
@arrowsdev
@arrowsdev Ай бұрын
thank you isn't enough sir , but thank you for the awesome tutorial
@sashadeblock3132
@sashadeblock3132 Ай бұрын
This video was beyond helpful, thank you for taking the time to guide others trough the PCG system. However, I feel like it would be a lot easier to follow along if you'd give all the values you reuse specific names instead of copy pasting the nodes multiple times. It was difficult for me personally to follow along when multiple nodes where being copied all over the place. Defining them under a name or even using a comment would really elevate your content to the next level, thank you again for taking the time to create this video.
@dk_3d
@dk_3d Ай бұрын
Thank you for the feedback, I'll try to make it clearer. In the Actor Parameter boxes on the second line you can see the name of the property (admittedly with very faint color so it is definitely not easy)
@MatrixNetworx
@MatrixNetworx 25 күн бұрын
Do you Have a Patreon? I would love to get the project files to compare with. Great Job!
@dk_3d
@dk_3d 25 күн бұрын
No Patreon, you can Join the channel if you like to support me, however I'm still researching if YT will allow file sharing for members, so no promises there.
@SAYRESS
@SAYRESS Ай бұрын
does that support vertex paint for making this pattern less noticeble?
@dk_3d
@dk_3d Ай бұрын
You will need to get rid of the instancing that makes PCG so performant. I have added example with generating decals to better get rid of the pattern. Of course to make it more detailed you will need more layers of decals ( cracks, paint spots, plaster etc.)
@SuperMontana2008
@SuperMontana2008 Ай бұрын
can you do interior rooms?
@dk_3d
@dk_3d Ай бұрын
I have a tutorial on PCG interior it should be easy to implement as subgraph to the building PCG graph at the end
@metinbatuhanozucan5358
@metinbatuhanozucan5358 6 күн бұрын
42:00 I can't recieve any data from intersection nodes and I can'see them on debugging. I am using unreal 5.3. Any Solutions? Please
@dk_3d
@dk_3d 6 күн бұрын
Debug the nodes before the intersection to see your points and their bounds size. You can make a bounds modifier to scale them a bit to see if it helps but if it doesn't work like shown you may have a problem in some other connection. Make sure the connections are the same as shown. the 2 difference nodes are connected to the primary source in the first Intersect then the transform points to the source 1. Check the previous connections to them and if your results after the difference and the transform points look the same as shown.
@frazaobr
@frazaobr Ай бұрын
Thanks for this DK, I will try to replicate in my asset pack project for the next update, if you have more nice urban PCG porn to share, please
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